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Synthetic and Robotic Tweaks #6416
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To be quite frank I don't think synthetics are nearly as tanky as you seem to think they are. |
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Please make it so self repair is just the specified healing_time
, and if not self repairing you can cut back on the healing time based on engineering skill.
max_fuel = 5 | ||
max_fuel = 10 |
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Undocumented change that probably doesn't need to change.
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will add to the changelog . this is needed so non engi classes can heal themselves when they get prostetic limbs at least for a limited amount (5 uses ) . sincerely i dont think this affects balance at all , nobody touches that torch
brute_mod = 0.5 | ||
burn_mod = 0.9 //a small bit of resistance | ||
brute_mod = 0.9 | ||
burn_mod = 0.9 |
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This doesn't need to change.
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It has to be done , synths are way too tanky for being a support role, check on any round and you will see synthetics abusing this to basically shrug off any xenomorph and do ballsy moves with no risk
if(ismob(target)) | ||
remove_fuel(1) |
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Why?
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we dont want to remove fuel if nothing has been done
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Thats not the situation here for this else; and regardless I do want the fuel removed.
@@ -22,6 +22,7 @@ | |||
attack_speed = 3 | |||
ground_offset_x = 2 | |||
ground_offset_y = 2 | |||
var/healing_time = 4 SECONDS |
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var/healing_time = 4 SECONDS | |
var/healing_time = 3 SECONDS |
@@ -189,6 +189,7 @@ | |||
/// Used to slowly deplete the fuel when the tool is left on. | |||
var/weld_tick = 0 | |||
var/has_welding_screen = FALSE | |||
var/healing_time = 4 SECONDS |
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var/healing_time = 4 SECONDS | |
var/healing_time = 3 SECONDS |
SPAN_WARNING("You try to patch some burns on your [target_limb.display_name] by yourself")) | ||
healing_time += 3 SECONDS | ||
if(!do_after(user, max(healing_time - (user.skills.get_skill_level(SKILL_ENGINEER)SECONDS)), INTERRUPT_ALL, BUSY_ICON_FRIENDLY)) | ||
return |
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As a physical item being used, the cable used should be dropped on the ground on do_after interruption.
Alternatively, only check the amount before hand, and only consume it (and confirm it could be consumed) after the do_after.
They are very tanky . you can test by yourself . |
Co-authored-by: Drathek <[email protected]>
Either address feedback or close |
I guess you have bad experiences with synths, but a lot of the opening of the PR is not even accurate, especially about healing. Your changes would render synth only feasible to be played shipside because a lesser drone could theoretically kill a synth, let's not even get into if you're combo'd by a single xeno. Your 'check any round' anecdotes are not based in reality. |
the feedback literally says "revert half of the PR" . you can close it you think the PR does not fit or you dont like . |
Feel free to open a PR that makes it so repairing a synth not via self repair takes time. That is what is authorized. |
About the pull request
Changes how healing is performed on robotic limbs.
Cable Coil and Welding tool and Nanopaste will now require a base time of 4 seconds in order to heal . this time is reduced with your engineer skills and can be reduced to 1 second.
reduces synth natural brute resistance to 10%.
Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. -->
Explain why it's good for the game
Healing
this change is necesary as a first step in order to do future changes to prostetics. the ability to heal yourself instantly winout the requirement of any help is not something that should be in the game.
heal values:
cable coil (6 uses per stack) : 15 burn per use (90 total)
welder ( 2 fuel per use) : 15 brute per use (blowtorch: 300 total) ( ME3 : 105 total)
nanopaste ( 10 uses ) : 15 brute / 15 burn (150/150 total)
TODO: method to create more nanopaste via chemistry/req
Synth armor
Synthetic armor was excesive being able to reliably tank T3 and T2 pretty much unscathed winout the need of any tools is unhealthy and promotes the synthetic to perform actions that are not fit for their role with very little risk as they do not suffer permanent damage.
Tested ingame they still tank twice as a normal human since they have more HP and no pain. if after a test this seems to be too harsh low melee armor can be added to their uniform.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑
balance: Cable Coil , Nanopaste and Welding tool no longer heal robotic limbs instantly ( escales with enginner skill)
balance: Healing your own limbs takes longer than someone else doing it for you (synthetic/robotic)
balance: Synthetics can now use nanopaste (renamed to Polymer Tape.)
balance: reduced natural armor of synthetics from 50% to 10%.
/:cl: